{"repo":"iamyoki/godot-reactive-signal","free":true,"listed":false,"github":"https://github.com/iamyoki/godot-reactive-signal","clone":"git clone https://github.com/iamyoki/godot-reactive-signal.git","description":"A simple addon to make UI / Game Logic reactive in Godot 4.x (GDScript).","language":"GDScript","stars":18,"topics":["godot","godot-plugin"],"license":"MIT","category":"game-templates","readme_excerpt":"ReactiveSignal A simple addon to make UI / Game Logic reactive in Godot 4.x (GDScript). Inspired by the signal/reactive systems in modern frontend frameworks (like React, Vue, and SolidJS). ✨ Features True Reactivity : No need to manually connect or emit signals. Simply access data inside use effect , and the dependency tracking is automatically handled. Lightweight & Efficient : Built on top of RefCounted for automatic memory management, preventing memory leaks. Zero Coupling : Keeps your data layer completely decoupled from the view layer, significantly reducing boilerplate code like connect() and emit signal() . --- 🚀 Quick Start 1. Basic Usage (Data Responsiveness) Use use effect to track and respond to data changes automatically: 2. Auto-Updating UI Components Perfect for scenarios where multiple UI elements share and display the same state: 3. Computed Signal Evaluating other signals to a new signal. General speaking, if a signal C is computed from signals A+B then any changes from A or B will automatically updates signal C . Example: --- 🛠️ API Reference ReactiveSignal Methods static func use effect(effect: Callable) - void Executes the provided closure function and automatically collects any ReactiveSignal instances accessed within it. When the value of those instances changes, the effect is automatically re-invoked. func init(initial value) - void Constructor that initializes the signal with its starting value. func clear effects() - void Manually clears all tracki","default_branch":null,"files":null,"tree":[],"storefront":"/r/iamyoki","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/iamyoki/godot-reactive-signal/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}